Playing-cards



W. E. WRISBERG.

PLAYING CARDS.

APPHCATION FILED JUNE 11/1920.

L37338 Patented Mar. 29, 1921.

DRBVE CARDS ONE OF EACH DONKEY EUCLID LACLEDE CHOUTEAU LINDE'LL DELMAR Na I I AUTO. Na 2. AUTO. No.3 AUTO. No.4. AUTQNQE. AUTO. No.6.

TWELVE CYLI NDIIR SMALL FOUR CYLBM LARGE FOUR CYLDR- SIX CYLINDER EIGHT CYLINDER RIT CARDS) ONE OF EACH a B a T amusr m BRADGE Y BRIDGE 5mm:

SPEED cmosoumro wrm MILEAGE cARus) ONE OF EACH SPEED SPEED 5 35 40 MILES FERN MILES PER MILES FIR N MlLE'AGE'CARDS-SIX or new 2 s 4 1 5 T M M M M M M u z a 4 5 6 MILE MILES! MILEZI wuss MILES] MILESJ LAN W ]/'u en/a/'-- h/M-/ 'c=r X qa QWK 9x m 1 45.

WILLIAME. WRISBERG, OE S'IL. LOUIS, MISSOURI.

PLAYING-CARDS.

Specification of Letters Patent.

Patented Mar. 2.9, 11921.

Application filed .Tune 11, 1920. Serial Ito. 388,382.

To all whom it may concern:

Be it known. that 1, WILLIAM E. Wars- BERG, a citizen of the United States of America, a resident of the city of St. Louis, in the State of Missouri, have invented certain new and useful Improvements in Playing-Cards, of which the following is a full, clear, and exact description, reference being had to the accompanying drawings, forming a part of this specification.

This invention relates to card games and particularly to a new deck of cards for playing an interesting game in which several series of cards bearing dilferent designations are employed to simulate and fix the record and score of an automobile tour.

In the drawings A represents a drive suit composed of six drive cards, each card of which is provided with a representation of a means of travel, the lowest card in value (No. 1) picturing a donkey, the next higher (Auto. No. 2) picturing a small four cylinder automobile, the next higher (Auto. No. 3) a large four cylinder automobile, the next higher (Auto. No. 4) a six cylinder automobile, the next higher (Auto. No. 5) an eight cylinder automobile and the highest (Auto. No. 6) a twelve cylinder automobile. The names of the automobiles pictured may be either fanciful, such as Euclid, Laclede, Ghouteau, Lindell and Delmar, or they may be named after standard makes of cars, as desired.

B represents the hill suit composed of six hillcards, each of which is provided with a representation of a hill and roadway, the lowest card of the suit picturing a mountain trail and the remaining cards picturing hills of increasing steepness, and numbered from Hill II up to Hill VI.

C represents the bridge suit composed of six bridge cards, each of which is provided with a representation of a channel or waterway, the lowest card picturing a ditch and the remaining cards each picturing bridges of increaslng strength and numbered from Bridge II to Bridge VI.

D represents the speed suit composed of six speed cards, each of which is provided with a speed indication thereon, and a flag or sign post, the speed indications belng of increasing order as 35, 40, 45, 50, 55 and miles per hour.

E represents the mileage suit, composed of thirty-six cards, there being six cards of each mileage designation, viz six cards of one mile, six cards of two miles, and so on up to sm cards of six miles.

It Wlll be understood that the other half of each card shown in the drawings may be a duplicate of the representations shown in the upper half of the card, just as in an ordinary deck.

The six drive cards may have backs different in design, color or shade than the rest of the deck so as to easily distinguish them Whendeahng, for they are dealt in a manner different than the dealing of the rest of the deck.

At the beginning of the game each player rece ves only one of the drive cards, and retains this card with its face exposed on the table throughout the entire hand. This dr1ve card has some bearing on the value of other cards held by the player.

The remalning cards have different values which are counted after all the cards have been played, each player being given credit for the cards caught by him while the game is in progress.

The game may be played by three, four, five or s1x players as desired, six being the preferable number. When six persons play, the entire deck is used. When five play, the highest card of each suit is discarded, namely, Automobile No. 6, Hill No. VI, Brldge No. VT, 60 miles per hour and the six six-mile cards.

When four persons play, the drive cards 5 and 6, the hill cards V and VI, the bridge cards V and VI, the speed cards 55 and 60 miles per hour and the mileage cards, 5 and 6 miles, are discarded.

When three persons play, the following are dlscarded in addition to the above: Automobile No. 4, Hill No. TV, Bridge No. 1V Speed 50 and six of the four-mile cards.

lilach player is called a driver, each deal a drive and the game is called a tour. lVhen six persons play, six deals constitute a tour, thus giving each person one deal.

When five or four persons play 5 or i deals respectively constitute a tour, each player getting one deal. \Vhen three persons play, each player is given two deals and thus six deals constitute a complete tour.

Dealing-The first dealer is chosen by drawing, and is called the pilot, the pilot being the person who hasdrawn the donkey card. Thereafter, the cars are successively dealt or piloted-by thedifi'erent players. The pilot deals the drive cards first, placing or parking one of them face down in front of each player or driver who will immediately turn them face up, leavlng them in that position throughout the game, for they designate the value of some of the remaining cards dealt each driver. The dealer then deals nine cards to each driver, face down, these cards being dealt preferably three at a time and from left to right. Should the donkey driver be dealt speed cards in the deal, he must auction them off. one at a time, for a mileage or merit card before the play or tour begins, naming the speed card and calling for bids, starting with the driver at his left. The dealer or pilot leads off in the game.

Any driver other than a donkey drlver holding the bridge or hill card (called merit cards) having the same number as his drive card is by such cards vested with the authority to arrest Speeders, those two cards thereby becoming authoritative arrest cards which take any trick in which a speed card is played by an adversary.

hen a merit card becomes an authoritative arrest card it automatically becomes of greater value than other merit cards even though they may be of a higher number, for example, if the driver of auto N o. 4 arrests a speed card by playing Bridge No. IV or Hill No. IV, the driver of auto No. 3 cannot take the trick by playing Hill No. V or Bridge No. V. There'may be one or more arrests in one trick, because the highest authoritative arrest card takes the trick re ardless of which may be played first.

It is immaterial whether or not the authoritative arrest card is played before or after the speed card, for it is just as effective either way. The drive cards are never played during the game but areonly dealt to the players to show the relative value of some of their remaining cards.

Vahte of cards to their respective players to win drives or Speed and mileage cards are of increasing value in their ascending order (note that the donkey driver cannot hold speed cards). The values of merit cards when held by the several players ma be remembered by bearing in mind that t e drive cards represent a donkey and automobiles of different wei hts and dliierent degrees of power, auto 0. 2 being a small light four cylinder car which is light enou h to safely cross all of the bridges inclu ing the relative weak bridge II, but this small auto No. 2 is not powerful enough to climb any of the hills excepting hill II. Auto No. 3 is too heavy to cross bridge II, but can safely cross any ofthe stronger bridges III, IV, V or VI and it is powerfulenough to climb hills II and III, althou h it cannot climb the relatively stee hills IV, V and VI. Auto No. 4 can clim aevaeee hills II, III and IV, but it is too heavy to cross bridges II and III. Each auto is thus limited either by wei ht or power, or both weight and power. urther, the autos cannot cross the ditch nor climb the trail.

With the foregoing as a basis, the merit cards have different values in winning tricks, and in any particular case, the value of a merit card depends mainly upon its relation to the drive card held by the player. All hill cards (except the trail) lower in number than the drive card held by a player and all bridge cards higher in number than the drive card are of increasing value as the numbers on the cards ascend. For instance in considering auto driver No. 4, the merit cards will have the following order of value to him:

of equal value and are authoritative arrest cards and take any speed card played by an adversary.

Hill card No. IV Bridge card No. IV

Bridge card No. V Bridge card No. V. Hill card N 0. III.

. Hill card No. II.

Cards of no value to driver of auto No. 4: Trail card No. I.

Ditch card No. I.

Bridge card Nos. III and II.

Hill card Nos. V and VI.

The donkey driver can play with effect only two merit cards of value, viz., the trail card and ditch card. All the other merit cards are of no value to him and he cannot arrest for speeding nor hold speed cards.

If two cards of equal value are played, the first one played takes the trick.

Se0ring.-Each cards caught by, him. The object of the game is to make as much milea e and to win as many merits as possible. Ihe milea e cards score as many miles as the cards specify and the speed cards are counted with the mileage cards, scoring as man miles as they indicate miles per hour. Al the merit cards (hill and brldge cards including ditch and trail cards) score as many merits as the number designated on the cards. For instance, the card Hill No. IV counts four merits and the card Speed 40 miles per hour counts forty miles. Each deal or drive, when six persons play, totals 411 miles and 42 merits; when five persons play 315 miles and 32 merits, etc.

It will be understood that many modifications of the rules for playing the game may be resorted to without in any way departing from. the invention.

I claim:

1. A deck of playing cards comprising a series of drive types of cards mdicatin traveling means, a series of merit cards inamazes dicating difi erent parts of a wav to be traveled, a series of speed cards indicating speed of travel and a series of mileage cards indicating distances traveled, the relation of the merit cards to the drive cards determining the value of the merit cards.

2. A deck of playing cards comprising a series of drive card-s indicating types of traveling means including automobiles and a donkey, a series of merit cards indicating different parts of a way to be traveled, said merit cards being composed of an equal number of hill and bridge cards, said hill and bridge cards including a trail and ditch card, a series of speed cards indicating speed of travel, and a series of mileage cards indicating distances traveled.

3. A deck of playing cards comprising a series of drive cards and including a donkey card and a plurality of automobile cards, a series of hill cards bearing designations of: different inclined roadways thereon and including a trail card and a plurality of hill cards, a series of bridge cards bearing designations of ways to be traveled and including a ditch card and a plurality of bridge cards representing different bridges, a series of speed cards bearing a plurality of increasingly numbered speed designations thereon, and a series of mileage cards bearing designations of miles traveled and including a plurality of increasingly numbered mileage designations, there being one each of the drive, hill, bridge and speed cards and a plurality of the mileage cards having the same value.

- 4. A deck of playing cards representing an automobile tour and comprising drive cards indicating different means of travel, a

series of said drive cards having representations of different automobiles thereon and another of said drive cards having a designation of an animal thereon, a series of hill cards having representations of different hills each corresponding to one of the drive cards, bridge cards including a series of cards representing different bridges corresponding to the different automobiles on the drive cards and an additional card corresponding to the animal of the drive cards, a series of different speed cards indicating speed of travel, and a series of different mileage cards indicating distances traveled.

5. In a deck of cards representing an automobile tour, the combination of a series of drive cards, representing automobiles in which the respective players travel, a series of cards representing different partsof a way to he traveled by the automobiles, and a series of cards indicating different distances.

In testimony that I claim the foregoing I hereunto aflix my si nature.

W'ILLIiM E. WRISBERG. 

